Cheek Stealers - NA
Olorun is the first god in the pantheon of Yoruba, the second major pantheon originating from Africa. Olorun is considered the Absolute Sovereign or The Almighty Divine of the pantheon. In Smite however, Olorun is being put into the class of mage. Unlike most mages that were designed as ability based gods who would normally play in Mid lane in conquest, Olorun is actually designed to be a carry mage to play in Duo lane in conquest.
After playing Olorun for several hours, you'll find that he can actually fit in both Mid and Duo land pretty effectively. He is also a solid pick in Duel as well as in Joust. His play-style can best be described as a "ramp-up" kind of a god. He has a fairly weak early game which spikes after reaching level 5 and then steadily growing in power. At around level 12, he gains enough power to pump out major damage which only grows later in the game. The best recommendation to make would be to play passively and focus on farming in any game mode until level 5. After level 5, only fight in team-fights because his 1v1 capabilities only come around once he begins to crit. Once you hit level 12, you can begin being more aggressive. Finally, at level 20 and full build, Olorun has one of the best late games released.
Each of his abilities will be covered in the following paragraphs with suggestions for each:
Passive: Touch of Fate: This ability gives a 15% chance to crit after reaching a magical power of 150. After passing this threshold he then gains 1% chance to crit for every additional 10 magical power with the cap being a 70% chance to crit. Olorun's crits however only hit for 50% additional damage. This passive is what makes his game get better the longer and more items built. After reaching a certain amount of power, this passive makes Olorun able to duel any other god and have a chance to win.
Ability 1: Focused Light: This ability slowly charges up a line attack that goes through minions and stops at the first enemy god hit. The longer the charge up, the longer the attack will go. This ability has the ability to crit off of his passive and scales very well based off of the magical power you will likely be building for your passive as well. In Olorun's end game, this ability has the chance to hit for nearly 1000 damage. It should be noted that the more you charge the ability does not effect the amount of damage done. If you charge this ability, an enemy might have more of a chance to dodge as this is a slower ability. Only charge this attack when trying to hit someone running away or that is at a longer range in general.
Ability 2: Overflowing Divinity: This ability gives a self buff of attack speed equal to 40%. This ability also helps charge up a sort of second passive which can be fired at anytime. This ability should not be a priority after leveling it up the first time as the speed buff does not increase, only the duration does. The "second passive" is where after charging up successfully hit shots or abilities, you can then fire those stored shots in a single location. This ability can crit, but it is not as impressive because every time a stored attack hits an enemy it deals 10% reduced damage with a max reduction of 80%. My suggestion is to use this ability to mainly clear buffs or to use it in conjunction with your ult. It is easy to be avoided if the enemy can still move around.
Ability 3: Consecration: This ability knocks back enemies and damages them as well as slowing them for 2s. If an ally is hit by this ability, they are healed as well as Olorun and for every ally Olorun heals, he receives physical and magical protections. This ability heals slowly over time and is most effective to use this ability throughout a fight while fighting with allies. Another successful use can be to use when being ganked or jumped on, giving you an effective escape. This ability does not crit but combos well with his ult as the enemy god is stuck in the air and slowed for a longer amount of time than normal.
Ability 4: Ultimate: Sanctified Field: This is Olorun's ultimate which places down a rather large field that can cover an entire section of a lane. Within this field, entire enemy animations are slowed while giving you a buff. This ability can be used as an effective escape but is most useful in the offensive. This ability is best used in combination with knockups and roots and can be countered with beads and with cc immune abilities. It should be noted that friendly gods are not affected by the buff but are also not affected by the slowed time which gives them an amazing chance to attack as well.
Start with a blessing then go into one of these three depending on the match-up and game mode
Shoes of Focus
Y10 Book of Thoth
PASSIVE - You permanently gain 7 Mana per Stack, and receive 5 Stacks for a god kill and 1 Stack for a minion kill (max. 75 Stacks). You gain Magical Power equal to 4% of your Mana from items. At 75 stacks this item Evolves, gaining 10 Magical Penetration and Increasing the Magical Power gained from Mana to 7%.
Y10 Bancroft's Talon
PASSIVE - You gain additional Magical Power and Lifesteal scaled from missing Health. This caps at 70 power and 10% Lifesteal at 40% Health.
Y10 Bancroft's Talon
PASSIVE - You gain additional Magical Power and Lifesteal scaled from missing Health. This caps at 70 power and 10% Lifesteal at 40% Health.
Y10 Book of Thoth
PASSIVE - You permanently gain 7 Mana per Stack, and receive 5 Stacks for a god kill and 1 Stack for a minion kill (max. 75 Stacks). You gain Magical Power equal to 4% of your Mana from items. At 75 stacks this item Evolves, gaining 10 Magical Penetration and Increasing the Magical Power gained from Mana to 7%.
Demonic Grip
PASSIVE - Your Basic Attacks reduce your target's Magical Protection by 10% for 3s (max 3 Stacks).
Y10 Telkhines Ring
PASSIVE - Your Basic Attacks deal bonus damage of 5 (+3 Per Level). This effect does not hit structures.
Y10 Polynomicon
PASSIVE - Using an ability gives your next Basic Attack within the next 8 seconds +75% of your Magical Power as additional Magical Damage. The effect can only apply once every 2 seconds.
Soul Reaver
PASSIVE - Your abilities deal an additional 1% of the target's maximum Health as Magical Damage. If the target has over 2000 Health, your ability bonus damage scales up. This effect reaches a maximum of 9% Maximum Health damage at 2750 Health. Subsequent hits on the same target do half the bonus damage for the next 3s.
This build is based off of a ranked duel match build
Y10 Bancroft's Talon
PASSIVE - You gain additional Magical Power and Lifesteal scaled from missing Health. This caps at 70 power and 10% Lifesteal at 40% Health.
Shoes of the Magi
Void Doumaru
AURA - Enemy gods within 55 units have their Magical Protection reduced by 10%.
Stone of Fal (old)
PASSIVE - You gain 20% of the Magical protections of the nearby allied god with the highest Magical protections within 70ft.
Ethereal Staff
PASSIVE - Whenever you damage an enemy god with an ability you steal 8% maximum mana as well as 6% maximum health from the target. The Stats remain stolen for 60s and targets affected can have up to 4 Buffs and Debuffs at once. This can only occur once every 15 seconds.
Y10 Polynomicon
PASSIVE - Using an ability gives your next Basic Attack within the next 8 seconds +75% of your Magical Power as additional Magical Damage. The effect can only apply once every 2 seconds.
Book of the Dead
PASSIVE - If you drop below 40% Health, you gain a shield equal to 25% of your maximum Mana. This shield lasts 6s. This effect can only occur once every 90s.
Y10 Bancroft's Talon
PASSIVE - You gain additional Magical Power and Lifesteal scaled from missing Health. This caps at 70 power and 10% Lifesteal at 40% Health.
Shoes of the Magi
Stone of Binding
PASSIVE - Successfully hitting an enemy god with a Crowd Control ability will place a debuff on them, reducing their Physical and Magical Protections by 0.8 * your level for 5s.
Ethereal Staff
PASSIVE - Whenever you damage an enemy god with an ability you steal 8% maximum mana as well as 6% maximum health from the target. The Stats remain stolen for 60s and targets affected can have up to 4 Buffs and Debuffs at once. This can only occur once every 15 seconds.
Y10 Soul Gem
PASSIVE - On successful hit of an Ability you gain 1 stack. At 3 Stacks your next Ability that damages an enemy God will deal bonus damage equal to 20% of your Magical power to each God hit, and will heal yourself and allies within 20 units for 15 (+5 Per Level) and will consume the 3 stacks.
Y10 Polynomicon
PASSIVE - Using an ability gives your next Basic Attack within the next 8 seconds +75% of your Magical Power as additional Magical Damage. The effect can only apply once every 2 seconds.
In my mind, any god that doesn't have a decent cc immune ult or an escape that can easily get out of Olorun's ult and range is at a disadvantage.
These are some of the positive match-ups